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Fix a number of warnings when compiling with GCC (#1239)

* Silence a number of GCC warnings

* Remove

* Suggested changes

* Format

* Fix comment in en_go2
This commit is contained in:
Tharo 2022-06-03 17:51:23 +01:00 committed by GitHub
parent 5015af4c57
commit 451b24f79b
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GPG key ID: 4AEE18F83AFDEB23
71 changed files with 298 additions and 86 deletions

View file

@ -233,11 +233,11 @@ f32 Audio_AdsrUpdate(AdsrState* adsr) {
adsr->action.s.state = ADSR_STATE_HANG;
break;
}
// fallthrough
FALLTHROUGH;
case ADSR_STATE_START_LOOP:
adsr->envIndex = 0;
adsr->action.s.state = ADSR_STATE_LOOP;
// fallthrough
FALLTHROUGH;
retry:
case ADSR_STATE_LOOP:
adsr->delay = adsr->envelope[adsr->envIndex].delay;
@ -273,14 +273,14 @@ f32 Audio_AdsrUpdate(AdsrState* adsr) {
if (adsr->action.s.state != ADSR_STATE_FADE) {
break;
}
// fallthrough
FALLTHROUGH;
case ADSR_STATE_FADE:
adsr->current += adsr->velocity;
adsr->delay--;
if (adsr->delay <= 0) {
adsr->action.s.state = ADSR_STATE_LOOP;
}
// fallthrough
FALLTHROUGH;
case ADSR_STATE_HANG:
break;

View file

@ -1281,6 +1281,7 @@ void AudioLoad_ProcessSlowLoads(s32 resetStatus) {
slowLoad->status = LOAD_STATUS_DONE;
continue;
}
FALLTHROUGH;
case LOAD_STATUS_START:
slowLoad->status = LOAD_STATUS_LOADING;
if (slowLoad->bytesRemaining == 0) {

View file

@ -692,7 +692,7 @@ s32 AudioSeq_SeqLayerProcessScriptStep2(SequenceLayer* layer) {
case 0xCB:
sp3A = AudioSeq_ScriptReadS16(state);
layer->adsr.envelope = (AdsrEnvelope*)(seqPlayer->seqData + sp3A);
// fallthrough
FALLTHROUGH;
case 0xCF:
layer->adsr.decayIndex = AudioSeq_ScriptReadU8(state);
break;
@ -1172,7 +1172,7 @@ void AudioSeq_SequenceChannelProcessScript(SequenceChannel* channel) {
}
cmdArgs[0] = cmdArgs[1];
// fallthrough
FALLTHROUGH;
case 0xC1:
cmd = (u8)cmdArgs[0];
AudioSeq_SetInstrument(channel, cmd);
@ -1719,7 +1719,7 @@ void AudioSeq_SequencePlayerProcessSequence(SequencePlayer* seqPlayer) {
break;
case 0xDF:
seqPlayer->transposition = 0;
// Note: intentional fallthrough, also executes below command
FALLTHROUGH;
case 0xDE:
seqPlayer->transposition += (s8)AudioSeq_ScriptReadU8(seqScript);
break;
@ -1759,7 +1759,7 @@ void AudioSeq_SequencePlayerProcessSequence(SequencePlayer* seqPlayer) {
case 1:
seqPlayer->state = 0;
seqPlayer->fadeVolume = 0.0f;
// NOTE: Intentional fallthrough
FALLTHROUGH;
case 0:
seqPlayer->fadeTimer = seqPlayer->fadeTimerUnkEu;
if (seqPlayer->fadeTimerUnkEu != 0) {

View file

@ -3984,7 +3984,7 @@ void Audio_SetSoundProperties(u8 bankId, u8 entryIdx, u8 channelIdx) {
if (D_80130604 == 2) {
sp38 = func_800F3990(*entry->posY, entry->sfxParams);
}
// fallthrough
FALLTHROUGH;
case BANK_OCARINA:
entry->dist = sqrtf(entry->dist);
vol = Audio_ComputeSoundVolume(bankId, entryIdx) * *entry->vol;

View file

@ -574,8 +574,8 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
VecSph spFC;
VecSph spF4;
PosRot* temp_s6;
Vec3f* eye;
Vec3f* at;
UNUSED Vec3f* eye;
UNUSED Vec3f* at;
Vec3f* phi_s0;
Vec3f spD8;
s32 pad;
@ -1263,6 +1263,7 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam) {
DbCamera_Vec3FToS(&spD8, &dbCamera->sub.position[i].pos);
}
}
FALLTHROUGH;
case 4:
dbCamera->sub.unk_0C = true;
break;

View file

@ -255,6 +255,7 @@ void GfxPrint_PrintChar(GfxPrint* this, u8 c) {
break;
case '\n':
this->posY += 32;
FALLTHROUGH;
case '\r':
this->posX = this->baseX;
break;

View file

@ -105,14 +105,17 @@ void Overlay_Relocate(void* allocatedVRamAddress, OverlayRelocationSection* over
switch (RELOC_TYPE_MASK(reloc)) {
case R_MIPS_32 << RELOC_TYPE_SHIFT:
dbg = 0x16;
FALLTHROUGH;
case R_MIPS_26 << RELOC_TYPE_SHIFT:
dbg += 0xA;
FALLTHROUGH;
case R_MIPS_LO16 << RELOC_TYPE_SHIFT:
if (gOverlayLogSeverity >= 3) {
osSyncPrintf("%02d %08x %08x %08x ", dbg, relocDataP, relocatedValue, relocatedAddress);
osSyncPrintf(" %08x %08x %08x %08x\n", (uintptr_t)relocDataP + (uintptr_t)vRamStart - allocu32,
relocData, unrelocatedAddress, relocOffset);
}
// Adding a break prevents matching
}
}
}

View file

@ -3811,12 +3811,15 @@ void func_80034A14(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3)
sp38.unk_00 = 0;
sp38.unk_04 = 0;
sp38.unk_02 = 0;
FALLTHROUGH;
case 3:
sp38.unk_06 = 0;
sp38.unk_0A = 0;
sp38.unk_08 = 0;
FALLTHROUGH;
case 2:
sp38.unk_0C = 0;
break;
}
func_800344BC(actor, arg1, sp38.unk_00, sp38.unk_04, sp38.unk_02, sp38.unk_06, sp38.unk_0A, sp38.unk_08,

View file

@ -1380,7 +1380,7 @@ void func_80046E20(Camera* camera, VecSph* eyeAdjustment, f32 minDist, f32 arg3,
camera->eye = newEyeColChk.pos;
atEyeColChk = newEyeColChk;
FALLTHROUGH;
case 3:
case 6:
if (anim->unk_18 != 0) {
@ -1475,6 +1475,7 @@ s32 Camera_Normal1(Camera* camera) {
case 20:
camera->yawUpdateRateInv = OREG(27);
camera->pitchUpdateRateInv = OREG(27);
FALLTHROUGH;
case 0:
case 10:
case 25:
@ -2035,6 +2036,7 @@ s32 Camera_Parallel1(Camera* camera) {
rwData->unk_00.x = 0.0f;
rwData->yTarget = playerPosRot->pos.y - camera->playerPosDelta.y;
camera->animState++;
break;
}
if (rwData->animTimer != 0) {
@ -2153,7 +2155,7 @@ s32 Camera_Parallel1(Camera* camera) {
camera->fov = Camera_LERPCeilF(roData->fovTarget, camera->fov, camera->fovUpdateRate, 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5, 0xA);
camera->atLERPStepScale = Camera_ClampLERPScale(camera, sp6A ? roData->unk_1C : roData->unk_14);
//! @bug No return
//! @bug doesn't return
}
s32 Camera_Parallel2(Camera* camera) {
@ -2528,7 +2530,7 @@ s32 Camera_Jump3(Camera* camera) {
f32 spC4;
f32 spC0;
f32 spBC;
Vec3f spB0; // unused
UNUSED Vec3f spB0;
VecSph eyeDiffSph;
PosRot* playerPosRot = &camera->playerPosRot;
Jump3ReadOnlyData* roData = &camera->paramData.jump3.roData;
@ -2611,8 +2613,7 @@ s32 Camera_Jump3(Camera* camera) {
break;
}
spB0 = *eye; // unused
(void)spB0; // suppresses set but unused warning
spB0 = *eye;
spC4 = CAM_DATA_SCALED(OREG(25)) * camera->speedRatio;
spC0 = camera->speedRatio * CAM_DATA_SCALED(OREG(26));
@ -3027,6 +3028,7 @@ s32 Camera_Battle4(Camera* camera) {
case 20:
rwData->animTimer = 50;
camera->animState++;
break;
}
camera->yawUpdateRateInv = Camera_LERPCeilF(roData->lerpUpdateRate, camera->yawUpdateRateInv,
@ -3798,7 +3800,7 @@ s32 Camera_KeepOn0(Camera* camera) {
KeepOn0ReadWriteData* rwData = &camera->paramData.keep0.rwData;
s32 pad;
Vec3s* sceneCamData;
Vec3s sceneCamRot;
UNUSED Vec3s sceneCamRot;
s16 fov;
camera->unk_14C &= ~0x10;
@ -3818,8 +3820,7 @@ s32 Camera_KeepOn0(Camera* camera) {
Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData));
*eye = *eyeNext;
sceneCamRot = BGCAM_ROT(sceneCamData); // unused
(void)sceneCamRot; // suppresses set but unused warning
sceneCamRot = BGCAM_ROT(sceneCamData);
fov = BGCAM_FOV(sceneCamData);
if (fov == -1) {
@ -4734,6 +4735,7 @@ s32 Camera_Unique3(Camera* camera) {
rwData->initialFov = camera->fov;
rwData->initialDist = OLib_Vec3fDist(at, &camera->eye);
camera->animState++;
FALLTHROUGH;
case 1:
if (doorParams->timer1-- > 0) {
break;
@ -4747,7 +4749,7 @@ s32 Camera_Unique3(Camera* camera) {
sp60.pitch = -sp4C.x;
Camera_Vec3fVecSphGeoAdd(at, &camera->eye, &sp60);
camera->animState++;
FALLTHROUGH;
case 2:
if (roData->interfaceFlags & 4) {
camera->at = cameraPlayerPosRot->pos;
@ -4757,7 +4759,7 @@ s32 Camera_Unique3(Camera* camera) {
break;
}
camera->animState++;
FALLTHROUGH;
case 3:
camera->unk_14C |= (0x400 | 0x10);
if ((camera->unk_14C & 8) != 0) {
@ -4765,6 +4767,7 @@ s32 Camera_Unique3(Camera* camera) {
} else {
break;
}
FALLTHROUGH;
case 4:
if (roData->interfaceFlags & 2) {
camera->unk_14C |= 4;
@ -4785,6 +4788,7 @@ s32 Camera_Unique3(Camera* camera) {
} else {
break;
}
FALLTHROUGH;
case 5:
camera->fov = Camera_LERPCeilF(rwData->initialFov, camera->fov, 0.4f, 0.1f);
OLib_Vec3fDiffToVecSphGeo(&sp60, at, &camera->eye);
@ -4795,6 +4799,7 @@ s32 Camera_Unique3(Camera* camera) {
break;
}
camera->animState++;
FALLTHROUGH;
default:
camera->unk_14C |= 4;
camera->unk_14C &= ~8;
@ -4996,7 +5001,7 @@ s32 Camera_Unique7(Camera* camera) {
VecSph playerPosEyeOffset;
s16 fov;
Vec3s* sceneCamData;
Vec3s sceneCamRot;
UNUSED Vec3s sceneCamRot;
Vec3f* at = &camera->at;
PosRot* playerPosRot = &camera->playerPosRot;
Vec3f* eye = &camera->eye;
@ -5016,8 +5021,7 @@ s32 Camera_Unique7(Camera* camera) {
Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData));
*eye = *eyeNext;
sceneCamRot = BGCAM_ROT(sceneCamData); // unused
(void)sceneCamRot; // suppresses set but unused warning
sceneCamRot = BGCAM_ROT(sceneCamData);
OLib_Vec3fDiffToVecSphGeo(&playerPosEyeOffset, eye, &playerPosRot->pos);
@ -5392,6 +5396,7 @@ s32 Camera_Unique9(Camera* camera) {
Camera_LERPFloorF(eyeTarget.y, camera->eyeNext.y, rwData->curKeyFrame->lerpStepScale, 1.0f);
camera->eyeNext.z =
Camera_LERPFloorF(eyeTarget.z, camera->eyeNext.z, rwData->curKeyFrame->lerpStepScale, 1.0f);
FALLTHROUGH;
case 9:
case 10:
// linear interpolation of at/fov/roll
@ -5427,6 +5432,7 @@ s32 Camera_Unique9(Camera* camera) {
Camera_LERPCeilF(rwData->eyeTarget.y, camera->eyeNext.y, rwData->curKeyFrame->lerpStepScale, 1.0f);
camera->eyeNext.z =
Camera_LERPCeilF(rwData->eyeTarget.z, camera->eyeNext.z, rwData->curKeyFrame->lerpStepScale, 1.0f);
FALLTHROUGH;
case 11:
case 12:
setAtFOVRoll:
@ -5477,6 +5483,7 @@ s32 Camera_Unique9(Camera* camera) {
Camera_ChangeModeFlags(camera->play->cameraPtrs[camIdx], CAM_MODE_NORMAL, 1);
}
FALLTHROUGH;
case 18: {
// copy the current camera to the parent (or default)'s camera.
s32 camIdx = camera->parentCamId <= CAM_ID_NONE ? CAM_ID_MAIN : camera->parentCamId;
@ -5485,10 +5492,12 @@ s32 Camera_Unique9(Camera* camera) {
*eye = *eyeNext;
Camera_Copy(cam, camera);
}
FALLTHROUGH;
default:
if (camera->camId != CAM_ID_MAIN) {
camera->timer = 0;
}
break;
}
*eye = *eyeNext;
@ -5608,6 +5617,7 @@ s32 Camera_Demo1(Camera* camera) {
Camera_DebugPrintSplineArray("CENTER", 5, csAtPoints);
Camera_DebugPrintSplineArray(" EYE", 5, csEyePoints);
}
FALLTHROUGH;
case 1:
// follow CutsceneCameraPoints. function returns 1 if at the end.
if (func_800BB2B4(&csEyeUpdate, &newRoll, cameraFOV, csEyePoints, &rwData->keyframe, &rwData->curFrame) ||
@ -5787,6 +5797,7 @@ s32 Camera_Demo3(Camera* camera) {
if (camera->unk_14C & 8) {
camera->animState = 4;
}
FALLTHROUGH;
case 10:
case 20:
skipUpdateEye = true;
@ -5810,7 +5821,7 @@ s32 Camera_Demo3(Camera* camera) {
camera->unk_14C & 8)) {
goto skipeyeUpdate;
}
FALLTHROUGH;
default:
camera->unk_14C |= 0x14;
camera->unk_14C &= ~8;
@ -6141,6 +6152,7 @@ s32 Camera_Demo6(Camera* camera) {
Camera_Vec3fVecSphGeoAdd(eyeNext, &camera->at, &eyeOffset);
camera->eye = *eyeNext;
camera->animState++;
FALLTHROUGH;
case 1:
if (stateTimers[camera->animState] < rwData->animTimer) {
func_8002DF54(camera->play, &camera->player->actor, 8);
@ -6152,6 +6164,7 @@ s32 Camera_Demo6(Camera* camera) {
} else {
break;
}
FALLTHROUGH;
case 2:
Camera_LERPCeilVec3f(&rwData->atTarget, &camera->at, 0.1f, 0.1f, 8.0f);
if (stateTimers[camera->animState] < rwData->animTimer) {
@ -6159,6 +6172,7 @@ s32 Camera_Demo6(Camera* camera) {
} else {
break;
}
FALLTHROUGH;
case 3:
camera->fov = Camera_LERPCeilF(50.0f, camera->fov, 0.2f, 0.01f);
if (stateTimers[camera->animState] < rwData->animTimer) {
@ -6243,6 +6257,7 @@ s32 Camera_Demo9(Camera* camera) {
onePointCamData->actionParameters &= 0xFFF;
}
rwData->animTimer = onePointCamData->initTimer;
FALLTHROUGH;
case 1:
// Run the camera state
if (rwData->animTimer > 0) {
@ -6296,6 +6311,7 @@ s32 Camera_Demo9(Camera* camera) {
rwData->animTimer--;
break;
}
FALLTHROUGH;
case 3:
// the cs is finished, decide the next action
camera->timer = 0;
@ -6738,6 +6754,7 @@ s32 Camera_Special9(Camera* camera) {
rwData->targetYaw = ABS(playerPosRot->rot.y - adjustedPlayerPosRot.rot.y) >= 0x4000
? BINANG_ROT180(adjustedPlayerPosRot.rot.y)
: adjustedPlayerPosRot.rot.y;
FALLTHROUGH;
case 1:
doorParams->timer1--;
if (doorParams->timer1 <= 0) {
@ -6767,6 +6784,7 @@ s32 Camera_Special9(Camera* camera) {
} else {
break;
}
FALLTHROUGH;
case 2:
spAC = playerPosRot->pos;
spAC.y += playerYOffset + roData->yOffset;
@ -6779,6 +6797,7 @@ s32 Camera_Special9(Camera* camera) {
} else {
break;
}
FALLTHROUGH;
case 3:
spAC = playerPosRot->pos;
spAC.y += (playerYOffset + roData->yOffset);
@ -6794,8 +6813,10 @@ s32 Camera_Special9(Camera* camera) {
} else {
break;
}
FALLTHROUGH;
case 4:
camera->animState++;
FALLTHROUGH;
default:
camera->unk_14C |= (0x400 | 0x10);
sCameraInterfaceFlags = 0;

View file

@ -777,6 +777,7 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) {
}
break;
}
FALLTHROUGH;
case ITEM00_BOMBS_A:
case ITEM00_BOMBS_B:
case ITEM00_BOMBS_SPECIAL:

View file

@ -2341,6 +2341,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
case MSGMODE_OCARINA_FAIL:
case MSGMODE_SONG_PLAYBACK_FAIL:
Message_DrawText(play, &gfx);
FALLTHROUGH;
case MSGMODE_OCARINA_FAIL_NO_TEXT:
msgCtx->stateTimer--;
if (msgCtx->stateTimer == 0) {
@ -2539,6 +2540,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
sOcarinaButtonIndexBufPos++;
}
}
FALLTHROUGH;
case MSGMODE_SONG_DEMONSTRATION_DONE:
Message_DrawText(play, &gfx);
break;
@ -2838,6 +2840,7 @@ void Message_DrawMain(PlayState* play, Gfx** p) {
Message_ResetOcarinaNoteState();
msgCtx->msgMode = MSGMODE_FROGS_WAITING;
}
FALLTHROUGH;
case MSGMODE_FROGS_WAITING:
break;
case MSGMODE_TEXT_DONE:

View file

@ -2471,7 +2471,7 @@ void Magic_Update(PlayState* play) {
gSaveContext.magicState = MAGIC_STATE_METER_FLASH_1;
sMagicBorderR = sMagicBorderG = sMagicBorderB = 255;
}
// fallthrough (flash border while magic is being consumed)
FALLTHROUGH; // Flash border while magic is being consumed
case MAGIC_STATE_METER_FLASH_1:
case MAGIC_STATE_METER_FLASH_2:
case MAGIC_STATE_METER_FLASH_3:
@ -3535,6 +3535,7 @@ void Interface_Draw(PlayState* play) {
gSaveContext.timer1State = 8;
}
}
FALLTHROUGH;
case 4:
case 8:
if ((gSaveContext.timer1State == 4) || (gSaveContext.timer1State == 8)) {
@ -3604,6 +3605,7 @@ void Interface_Draw(PlayState* play) {
gSaveContext.timer1State = 14;
}
FALLTHROUGH;
case 14:
if (gSaveContext.timer1State == 14) {
if (gSaveContext.healthCapacity > 0xA0) {
@ -3707,6 +3709,7 @@ void Interface_Draw(PlayState* play) {
gSaveContext.timer2State = 10;
}
}
FALLTHROUGH;
case 4:
case 10:
if ((gSaveContext.timer2State == 4) || (gSaveContext.timer2State == 10)) {

View file

@ -513,7 +513,7 @@ void Play_Update(PlayState* this) {
// non-instance modes break out of this switch
break;
}
// fallthrough
FALLTHROUGH;
case TRANS_MODE_INSTANCE_INIT:
this->transitionCtx.init(&this->transitionCtx.instanceData);

View file

@ -1371,8 +1371,9 @@ s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame) {
/**
* Initializes a normal skeleton to a looping animation, dynamically allocating the frame tables if not provided.
*/
s32 SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation,
Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
BAD_RETURN(s32)
SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation,
Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
skelAnime->limbCount = skeletonHeader->limbCount + 1;
@ -1401,8 +1402,9 @@ s32 SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skelet
/**
* Initializes a flex skeleton to a looping animation, dynamically allocating the frame tables if not given.
*/
s32 SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
BAD_RETURN(s32)
SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
FlexSkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
skelAnime->limbCount = skeletonHeader->sh.limbCount + 1;
@ -1435,8 +1437,9 @@ s32 SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader
/**
* Initializes a skeleton with SkinLimbs to a looping animation, dynamically allocating the frame tables.
*/
s32 SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animation) {
BAD_RETURN(s32)
SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
AnimationHeader* animation) {
SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
skelAnime->limbCount = skeletonHeader->limbCount + 1;